Videogames Go to the Movies explores the impact of videogames on cinema--and cinema on videogames--from the early 1980s to the present. Chapters consider:
the mediums' mutual framing of each other
case studies of adaptation in both directions
the flows and functions of contemporary transmedia entertainment
experimentation and hybridization at the mediums' boundaries
the fundamental transformations of fandom, production toosl, and resulting media forms that promise to shape the videogame-cinema relationship in the future
Informed by a detailed knowledge both of film theory and history and the technical and aesthetic particulars of digital interactive media, Videogames Go to the Movies introduces students to the theory and history of the relationship between videogames and films, while also addressing larger questions about new media culture and technology.